(A word of warning, this post is quite long and detailed, but it shouldn't be complicated once you start playing, just take some time to read it, and if you are confused, tell me and Ill try and help)
In 1946, the world's greatest buisnessmen, politicians and scientists met in Chicago to discuss the future, they called themselves the Syndicate and they predicted that tensions would rise between the USA and the USSR, and that something had to be done, when the soviets created their own nuclear weapons, they decided to build an underwater city to escape the threat of destruction, in 1959, they completed the first one, Aquapolis 1, soon more would rise. They built an underwater heaven, war eventually erupted, and civilisation was destroyed on the surface, this led to old patriots taking arms against their enemies, and almost destroying themselves and the underwater cities, with civil war in full swing and no help from the surface, the ocean suddenly became alot smaller, with everyone wanting more room.
Money is called Slips, 1 slip = 100 US dollars.
(This is set in the future, but with a cold war theme)
Factions
Syndicate: Independent, created the first underwater cities, they forbid contact with the surface, they control a large portion of the cities, has the best technology and wants to control everyone, lead by Administrator S. Wakefield
USUR: The United States Underwater Remnant, this faction is made up of mainly Americans who are determined to bring liberty and equality to the ocean, the goverment promotes patriotism to America and hatred towards the Soviets. They despise the Soviet Enclave and the Syndicate, there is no war between them, but the USUR is hostile towards them. Lead by President J. Richardson
Soviet Enclave: Made up largely of Eastern Europeans, Russians and Chinese, these people believe communism is the way forward, and will purge all, 'capitalist dogs' they find, they have an intense hatred of the USUR, despite the lack of official war, lead by Chairman M. Kirov.
Aquatic Combine: The theory of evolution says that life began in the oceans, and the combine is determined to find out why. They believe the ocean is almost sacred, and that they must use any means necessary to unlock the secrets of life.
Character Sheet
Name: (Your character's name)
Male/Female: (Choose one)
A.ge: (Your character's age)
Weapons: (Your charcter's personal weapons. If you don't have the Mechanical Genius/Scavenger perk, you can only have something simple like a machine gun)
Equipment: (Your character's armor and non-combat items. If you don't have the Mechanical Genius/Scavenger perk, you can only have something simple)
Submarine: (Your character's submarine)
Perks: (Choose three from the list at the bottom)
Mutations: (Requires Mutant perk, choose two from the list at the bottom)
Faction: (the faction your character supports, you can be independent or you can make your own faction, provided you give some info about them)
Bio: (Your character's background and history)
Appearance: (What your character looks like, clothes, face, hair etc)
Implants: (Any implants your character has, create them using the equipment sheet)
Karma: (Is your character Pure good, Good, Leaning good, neutral, Leaning Evil, Evil or Pure Evil?)
Other info: (If you want to put any other info and you can't find anywhere else to put it, heres the place for it)
(You need mechanical genius/scavenger to make these after you've made your character, and a licence to sell them, if you don't have the perks, you can be trained to create items, at a price)
Equipment/Weapon/Implant Sheet
Name: (Name of Item)
Year Created: (Year it was made)
Created by: (Name of creator/company that created it)
Use: (What it does)
How Effective?: (does it do it well?)
Cost to buy: (The market price for the item, prices may change depending on your perks and the merchant you are buying from)
Required to make: (Resources needed to make)
Customisable?: (Can you modify this item without mechanical genius/scavenger perks?)
For submarine or character?: (choose one)
Submarine Sheet
Name: (Name of submarine)
Date Created: (Year it was made)
Created by: (Name of creator/company that created it)
Owned by: (The current owner, leave blank if you are building the submarine to be sold or used by a faction)
Cargo space: (Measured in standard crate size, 5,000 crates is normal for civilian submarines)
Weapons: (The weapons the submarine has)
Equipment: (The equipment the submarine has)
Cost: (How much it costs to buy)
Resources needed: (How much it needs to be built)
Strength: (How heavily armored is the submarine?)
Perks (Perks can be gained after character creation by performing certain actions)
Mechanical Genius: You are the master of engineering, and you can already make equipment and vehicles, and its easier to get your licence... you might want to do that first actually.
Mad Scientist: You understand everything, but no-one believes you about the aliens, apart from that you are very gifted at everything related to science.
Gunner: Ever since you were a teenager, you had a collection of guns, each one in perfect condition and displayed neatly in your bedroom, because of this, all your weapons do much more damage.
Pilot: You can sail those subs like no-one else can, except people with this perk, still, your submarine is faster, stronger and better due to your natural skill.
Powershot: With this perk, you can use a powerful shot that blows people off their feet and rips holes in submarines, enemies are also more likely to explode when destroyed.
Natural Speaker: You use words like a born leader, you are more powerful in conversation and politics, it also helps if you're a crime boss and you want to intimidate the police.
Mule: You're strong, really strong, your punchs are harder and you are harder to hurt, you also have better luck using big guns.
Cold-hearted: Emotions? those are for weaklings, with this perk, you are more likely to be recruited by the syndicate or criminal orginizations, you can also get more money from nice people you've killed.
Mutant: With this perk, you have access to the mutations, but people don't like you so much, oh well, you win some you lose some.
Sharpshooter: Your aim is true, and you can pick off people at ranges so long its scary! also increases the range and damage of your submarine.
Diver: With this perk, you don't need training to use diving suits, and you have a larger air supply on submarines and diving suits.
Iron man: With this perk, you don't need training to use power armor, all armor on you and your submarine is also more powerful.
Sheriff: You are the bringer of justice, cleaning up the ocean, one outlaw at a time, you gain an attack bonus against all evil characters and are more likely to be hired by the police, you also get a larger amount of money for bounty hunting.
Trader: Selling and buying, buying and selling, it might sound boring, but it increases your skill at trading, raising profits and lowering prices.
Scavenger: With this perk, you gain more money from scavenging submarine wrecks, you also are as skilled as the mechanical genius, you are also less likely to be caught for selling custom equipment without a licence.
Outlaw: With this perk, you gain an attack bonus against all good characters, and are more likely to be hired by criminal orginizations, you also get more money for contract killing.
Slaver: This perk allows you to take characters as slaves and sell them, it also reveals all slavers and slaver posts to you.
Mutations (Mutations can be gained after your charcter is created, usually by staying in radiation and having some kind of special condition, e.g. drinking coffee while irradiated may give you 'speedy')
Hardskin: Extra tough skin makes you harder to hurt, side effects may include being green.
Night eyes: Allows you to see in the dark, turns your eyes purple or yellow.
Water mutant: Allows you to breath water, but you will grow gills, you will be stronger in the water as well and will heal, you will also grow scales.
Super-Brain: You become super smart! It also glows when concentrating and makes your skin paler.
Animal Cunning: You gain the instincts of a tiger! becoming more agile and your smell and hearing are improved, but you are generally more stupid because of it.
Tail: You grow a tail... or two, counts as an extra arm, if you just want one for your character's appearance, then tell me and I will allow you another mutation.
Extra Limbs: More legs, or arms, or both! why choose? Just don't get confused and forget which arm you write with.
Radiation Friendly: You heal in radiation! but you lose all your hair, pity.
Speedy: You become faster! Or everyone else becomes slower, either way your mind and body become faster, but you're easier to annoy and you heal when drinking coffee.
Shape-shifter: Its not as great as it sounds actually, you need several hours before you can change into something, unless its simple, like a rock, and you grow taller... not sure why really, you can also use it to hide other mutations, but you can't shape-shift a working gun on your arm or another mutation.
Like I said, it looks like a lot, but it should be worth it, most of it is just info anyway, so its not that complicated.
Name: Bradley
Male/Female: Male
A.ge: 26
Weapons: S-Mk. 4 50 shotty, S-Mk. 2 Sidearm.
Equipment: Mk. 50 Armor
Submarine: S-Mk. 50 Battle Sub
Perks: Mechanical Genius, Natural Speaker, Diver
Mutations: None
Faction: Soviet Enclave
Bio: On the "Surface World" his massive industries called "Brad-tech" was a huge hit, When the war was said to begin. His company started constructing there own Auquapolis.
Appearance: Black hair, Brown Eyes, Most of his body is coverd by his Armor
Implants: None. His suit has all his stuff
Karma: Pure Evil :evil:
Other info: Nothing
(You need mechanical genius/scavenger to make these after you've made your character, and a licence to sell them, if you don't have the perks, you can be trained to create items, at a price)
Equipment/Weapon/Implant Sheet
Name: S-Mk. 4 50 shotty
Year Created: 2249.
Created by: Brad-Tech
Use: It fires 10 bullets like a shotgun, Yet it has a great accuracy.
How Effective?: OK
Cost to buy: 15 Slips
Required to make: N/A
Customisable?: NO! RAWR! RAGE!
For submarine or character?: Character
Name: S-Mk. 2 Sidearm
Year Created: 2246
Created by: Brad-Tech
Use: Has 2 modes, during grapple you fire and it'll slowly reel you in. During bullets. It will fire 1 bullet per shot. It also has a scope
How Effective?: Good
Cost to buy: 10 Slips
Required to make: N/A
Customisable?: Yes, You can remove it's scope!
For submarine or character?: Character.
Submarine Sheet
Name: S-Mk. 50 Battle Sub
Date Created: 2250
Created by: Brad-Tech
Owned by: Bradley
Cargo space: 25,000
Weapons: (2 frontal machine guns, on the sides it can fire neclear torpedos.
Equipment: Radar. It can seal holes. Other that cannot be mentioned
Cost: 200 slips
Resources needed: N/A
Strength: Heavy
Hey Needle, welcome to the forums. This here is a pretty sweet idea, and I'd definitely like to dive into it (lol pun). Once I get home I'll definitely check this out.
By the way, was this in part inspired by the Fallout series in any way? (I'm a big fan :biggrin.gif:)
Name: Niles
Male
Age: 25
Weapons: Rocket Launcher
Equipment: Hi-Tech Diamond Armor
Submarine: The Seafloor Express
Perks: Mechanical Genius, Iron Man, Mule
Faction: Soviet Enclave
Bio: A simple soldier, but something happened and he got really tough and made a rocket launcher.
Appearance: Diamond Armor. Seriously, that's all you can see.
Implants: Jump Pistons
Karma: Pure Evil :twisted:
Implants:
Name: Jump Pistons
Year Created: 2250
Created By: ME!
Use: Let's me jump higher than double my height.
How Effective: On a scale of 10, 10/10.
Cost to Buy: Not For Sale.
Required to make: 20 pistons
Customizable: Impossible to customize, even by Mechanical Genius/Scavengers.
Character
Weapons:
Name: Rocket Launcher
Year Created: 2249
Created By: Unknown
Use: Shoots rockets.
How Effective: 5/10
Cost to Buy: 50 slips
Required to make: 1 Metal Tube, Trigger, Reusable Gunpowder, ROCKETS.
Customizable: Only by Mechanical Genius/Scavengers.
Character
Name: Torpedo Launcher
Year Created: 2249
Created By: Unknown
Use: Shoots Torpedoes
How Effective: 7/10
Cost to Buy: 100 slips
Required to make: 1 Metal Tube, Button, Reusable Gunpowder, TORPEDOES, Wires.
Customizable: Only by Mechanical Genius/Scavengers.
Submarine
Submarine:
Name: The Seafloor Express
Date Created: 1/1/2050
Created By: Unknown
Owned By: ME!
Cargo Space: 100000 crates
Weapons: 20 x Torpedo Launcher
Equipment: 50 x Giga Fan
Cost: Not for Sale, one of a kind.
Resources needed: Unknown, no one knows what's in it. (Meaning, IMPOSSIBLE TO BUILD.)
Strength: VERY HEAVY (Like, on a scale of 10, 50/10.)'
Other Info: No-one knows who made it, because the man died 100 years ago. That's also why no-one knows what's in it, because they can't get it open. Rumor has it that the man who made it was the Leader of the Soviet Enclave 150 years ago.
EDIT: Oops, I made a mistake in the year made part. For the Jump pistons, they were made 250 year into the future. I JUST REALIZED THAT.
In 1946, the world's greatest buisnessmen, politicians and scientists met in Chicago to discuss the future, they called themselves the Syndicate and they predicted that tensions would rise between the USA and the USSR, and that something had to be done, when the soviets created their own nuclear weapons, they decided to build an underwater city to escape the threat of destruction, in 1959, they completed the first one, Aquapolis 1, soon more would rise. They built an underwater heaven, war eventually erupted, and civilisation was destroyed on the surface, this led to old patriots taking arms against their enemies, and almost destroying themselves and the underwater cities, with civil war in full swing and no help from the surface, the ocean suddenly became alot smaller, with everyone wanting more room.
Money is called Slips, 1 slip = 100 US dollars.
(This is set in the future, but with a cold war theme)
Factions
Syndicate: Independent, created the first underwater cities, they forbid contact with the surface, they control a large portion of the cities, has the best technology and wants to control everyone, lead by Administrator S. Wakefield
USUR: The United States Underwater Remnant, this faction is made up of mainly Americans who are determined to bring liberty and equality to the ocean, the goverment promotes patriotism to America and hatred towards the Soviets. They despise the Soviet Enclave and the Syndicate, there is no war between them, but the USUR is hostile towards them. Lead by President J. Richardson
Soviet Enclave: Made up largely of Eastern Europeans, Russians and Chinese, these people believe communism is the way forward, and will purge all, 'capitalist dogs' they find, they have an intense hatred of the USUR, despite the lack of official war, lead by Chairman M. Kirov.
Aquatic Combine: The theory of evolution says that life began in the oceans, and the combine is determined to find out why. They believe the ocean is almost sacred, and that they must use any means necessary to unlock the secrets of life.
Character Sheet
Name: (Your character's name)
Male/Female: (Choose one)
A.ge: (Your character's age)
Weapons: (Your charcter's personal weapons. If you don't have the Mechanical Genius/Scavenger perk, you can only have something simple like a machine gun)
Equipment: (Your character's armor and non-combat items. If you don't have the Mechanical Genius/Scavenger perk, you can only have something simple)
Submarine: (Your character's submarine)
Perks: (Choose three from the list at the bottom)
Mutations: (Requires Mutant perk, choose two from the list at the bottom)
Faction: (the faction your character supports, you can be independent or you can make your own faction, provided you give some info about them)
Bio: (Your character's background and history)
Appearance: (What your character looks like, clothes, face, hair etc)
Implants: (Any implants your character has, create them using the equipment sheet)
Karma: (Is your character Pure good, Good, Leaning good, neutral, Leaning Evil, Evil or Pure Evil?)
Other info: (If you want to put any other info and you can't find anywhere else to put it, heres the place for it)
(You need mechanical genius/scavenger to make these after you've made your character, and a licence to sell them, if you don't have the perks, you can be trained to create items, at a price)
Equipment/Weapon/Implant Sheet
Name: (Name of Item)
Year Created: (Year it was made)
Created by: (Name of creator/company that created it)
Use: (What it does)
How Effective?: (does it do it well?)
Cost to buy: (The market price for the item, prices may change depending on your perks and the merchant you are buying from)
Required to make: (Resources needed to make)
Customisable?: (Can you modify this item without mechanical genius/scavenger perks?)
For submarine or character?: (choose one)
Submarine Sheet
Name: (Name of submarine)
Date Created: (Year it was made)
Created by: (Name of creator/company that created it)
Owned by: (The current owner, leave blank if you are building the submarine to be sold or used by a faction)
Cargo space: (Measured in standard crate size, 5,000 crates is normal for civilian submarines)
Weapons: (The weapons the submarine has)
Equipment: (The equipment the submarine has)
Cost: (How much it costs to buy)
Resources needed: (How much it needs to be built)
Strength: (How heavily armored is the submarine?)
Perks (Perks can be gained after character creation by performing certain actions)
Mechanical Genius: You are the master of engineering, and you can already make equipment and vehicles, and its easier to get your licence... you might want to do that first actually.
Mad Scientist: You understand everything, but no-one believes you about the aliens, apart from that you are very gifted at everything related to science.
Gunner: Ever since you were a teenager, you had a collection of guns, each one in perfect condition and displayed neatly in your bedroom, because of this, all your weapons do much more damage.
Pilot: You can sail those subs like no-one else can, except people with this perk, still, your submarine is faster, stronger and better due to your natural skill.
Powershot: With this perk, you can use a powerful shot that blows people off their feet and rips holes in submarines, enemies are also more likely to explode when destroyed.
Natural Speaker: You use words like a born leader, you are more powerful in conversation and politics, it also helps if you're a crime boss and you want to intimidate the police.
Mule: You're strong, really strong, your punchs are harder and you are harder to hurt, you also have better luck using big guns.
Cold-hearted: Emotions? those are for weaklings, with this perk, you are more likely to be recruited by the syndicate or criminal orginizations, you can also get more money from nice people you've killed.
Mutant: With this perk, you have access to the mutations, but people don't like you so much, oh well, you win some you lose some.
Sharpshooter: Your aim is true, and you can pick off people at ranges so long its scary! also increases the range and damage of your submarine.
Diver: With this perk, you don't need training to use diving suits, and you have a larger air supply on submarines and diving suits.
Iron man: With this perk, you don't need training to use power armor, all armor on you and your submarine is also more powerful.
Sheriff: You are the bringer of justice, cleaning up the ocean, one outlaw at a time, you gain an attack bonus against all evil characters and are more likely to be hired by the police, you also get a larger amount of money for bounty hunting.
Trader: Selling and buying, buying and selling, it might sound boring, but it increases your skill at trading, raising profits and lowering prices.
Scavenger: With this perk, you gain more money from scavenging submarine wrecks, you also are as skilled as the mechanical genius, you are also less likely to be caught for selling custom equipment without a licence.
Outlaw: With this perk, you gain an attack bonus against all good characters, and are more likely to be hired by criminal orginizations, you also get more money for contract killing.
Slaver: This perk allows you to take characters as slaves and sell them, it also reveals all slavers and slaver posts to you.
Mutations (Mutations can be gained after your charcter is created, usually by staying in radiation and having some kind of special condition, e.g. drinking coffee while irradiated may give you 'speedy')
Hardskin: Extra tough skin makes you harder to hurt, side effects may include being green.
Night eyes: Allows you to see in the dark, turns your eyes purple or yellow.
Water mutant: Allows you to breath water, but you will grow gills, you will be stronger in the water as well and will heal, you will also grow scales.
Super-Brain: You become super smart! It also glows when concentrating and makes your skin paler.
Animal Cunning: You gain the instincts of a tiger! becoming more agile and your smell and hearing are improved, but you are generally more stupid because of it.
Tail: You grow a tail... or two, counts as an extra arm, if you just want one for your character's appearance, then tell me and I will allow you another mutation.
Extra Limbs: More legs, or arms, or both! why choose? Just don't get confused and forget which arm you write with.
Radiation Friendly: You heal in radiation! but you lose all your hair, pity.
Speedy: You become faster! Or everyone else becomes slower, either way your mind and body become faster, but you're easier to annoy and you heal when drinking coffee.
Shape-shifter: Its not as great as it sounds actually, you need several hours before you can change into something, unless its simple, like a rock, and you grow taller... not sure why really, you can also use it to hide other mutations, but you can't shape-shift a working gun on your arm or another mutation.
Like I said, it looks like a lot, but it should be worth it, most of it is just info anyway, so its not that complicated.
Male/Female: Male
A.ge: 26
Weapons: S-Mk. 4 50 shotty, S-Mk. 2 Sidearm.
Equipment: Mk. 50 Armor
Submarine: S-Mk. 50 Battle Sub
Perks: Mechanical Genius, Natural Speaker, Diver
Mutations: None
Faction: Soviet Enclave
Bio: On the "Surface World" his massive industries called "Brad-tech" was a huge hit, When the war was said to begin. His company started constructing there own Auquapolis.
Appearance: Black hair, Brown Eyes, Most of his body is coverd by his Armor
Implants: None. His suit has all his stuff
Karma: Pure Evil :evil:
Other info: Nothing
(You need mechanical genius/scavenger to make these after you've made your character, and a licence to sell them, if you don't have the perks, you can be trained to create items, at a price)
Equipment/Weapon/Implant Sheet
Name: S-Mk. 4 50 shotty
Year Created: 2249.
Created by: Brad-Tech
Use: It fires 10 bullets like a shotgun, Yet it has a great accuracy.
How Effective?: OK
Cost to buy: 15 Slips
Required to make: N/A
Customisable?: NO! RAWR! RAGE!
For submarine or character?: Character
Name: S-Mk. 2 Sidearm
Year Created: 2246
Created by: Brad-Tech
Use: Has 2 modes, during grapple you fire and it'll slowly reel you in. During bullets. It will fire 1 bullet per shot. It also has a scope
How Effective?: Good
Cost to buy: 10 Slips
Required to make: N/A
Customisable?: Yes, You can remove it's scope!
For submarine or character?: Character.
Submarine Sheet
Name: S-Mk. 50 Battle Sub
Date Created: 2250
Created by: Brad-Tech
Owned by: Bradley
Cargo space: 25,000
Weapons: (2 frontal machine guns, on the sides it can fire neclear torpedos.
Equipment: Radar. It can seal holes. Other that cannot be mentioned
Cost: 200 slips
Resources needed: N/A
Strength: Heavy
P.S. It's the year 2250
By the way, was this in part inspired by the Fallout series in any way? (I'm a big fan :biggrin.gif:)
Male
Age: 25
Weapons: Rocket Launcher
Equipment: Hi-Tech Diamond Armor
Submarine: The Seafloor Express
Perks: Mechanical Genius, Iron Man, Mule
Faction: Soviet Enclave
Bio: A simple soldier, but something happened and he got really tough and made a rocket launcher.
Appearance: Diamond Armor. Seriously, that's all you can see.
Implants: Jump Pistons
Karma: Pure Evil :twisted:
Implants:
Name: Jump Pistons
Year Created: 2250
Created By: ME!
Use: Let's me jump higher than double my height.
How Effective: On a scale of 10, 10/10.
Cost to Buy: Not For Sale.
Required to make: 20 pistons
Customizable: Impossible to customize, even by Mechanical Genius/Scavengers.
Character
Weapons:
Name: Rocket Launcher
Year Created: 2249
Created By: Unknown
Use: Shoots rockets.
How Effective: 5/10
Cost to Buy: 50 slips
Required to make: 1 Metal Tube, Trigger, Reusable Gunpowder, ROCKETS.
Customizable: Only by Mechanical Genius/Scavengers.
Character
Name: Torpedo Launcher
Year Created: 2249
Created By: Unknown
Use: Shoots Torpedoes
How Effective: 7/10
Cost to Buy: 100 slips
Required to make: 1 Metal Tube, Button, Reusable Gunpowder, TORPEDOES, Wires.
Customizable: Only by Mechanical Genius/Scavengers.
Submarine
Submarine:
Name: The Seafloor Express
Date Created: 1/1/2050
Created By: Unknown
Owned By: ME!
Cargo Space: 100000 crates
Weapons: 20 x Torpedo Launcher
Equipment: 50 x Giga Fan
Cost: Not for Sale, one of a kind.
Resources needed: Unknown, no one knows what's in it. (Meaning, IMPOSSIBLE TO BUILD.)
Strength: VERY HEAVY (Like, on a scale of 10, 50/10.)'
Other Info: No-one knows who made it, because the man died 100 years ago. That's also why no-one knows what's in it, because they can't get it open. Rumor has it that the man who made it was the Leader of the Soviet Enclave 150 years ago.
EDIT: Oops, I made a mistake in the year made part. For the Jump pistons, they were made 250 year into the future. I JUST REALIZED THAT.
if not, It looks intersting.